local UI = UI
local continents = db.continents
local zones = db.zones

local map, zoom = 0, 0

function GetZonePVPInfo()
	return "contested"
end

function GetSubZoneText()
	return "Ironforge"
end

function GetZoneText()
	return "Ironforge"
end

function GetRealZoneText()
	return "Ironforge"
end

function GetMinimapZoneText()
	return "Ironforge"
end

function IsInInstance()
end

function GetMapContinents()
	local result = {}
	for _, v in ipairs(continents) do
		result[#result+1] = v.name
	end
	return unpack(result)
end

function GetCurrentMapContinent()
end

function GetMapZones(c)
	local result = {}
	for _, v in ipairs(zones) do
		if tonumber(v.map) == c then
			result[#result+1] = v.name
		end
	end
	return unpack(result)
end

function GetMapInfo()
	if map < 0 then
		return "SpaceMap"
	elseif map == 0 then
		return "WorldMap"
	elseif zoom == 0 then
		return continents[map].texture
	else
		local count = zoom
		for _, v in ipairs(zones) do
			if tonumber(v.map) == map then
				count = count - 1
				if count == 0 then return v.texture end
			end
		end
	end
end

function UpdateMapHighlight()
end

function UpdateWorldMapArrowFrames()
end

function ShowWorldMapArrowFrame()
end

function GetPlayerMapPosition()
	return 0, 0
end

function GetCorpseMapPosition()
	return 0, 0
end

function GetDeathReleasePosition()
	return 0, 0
end

function GetNumMapLandmarks()
	return 0
end

function GetNumMapOverlays()
	return 0
end

function CreateWorldMapArrowFrame(parent)
	local f = UI.CreateFrame("Model", "PlayerArrowEffectFrame", parent)
	UI.Reparent(f, parent)
	-- return f
end

function CreateMiniWorldMapArrowFrame(parent)
	local f = UI.CreateFrame("Model", "PlayerMiniArrowEffectFrame", parent)
	UI.Reparent(f, parent)
	-- return f
end

function InitWorldMapPing(parent)
end

function GetCurrentMapZone()
	return 1
end

function GetCurrentMapAreaID()
	return 1
end

function SetMapZoom(continent, zone)
	map, zoom = continent, zone
end

function SetMapToCurrentZone()
	map, zoom = 0, 0
end

function GetNumDungeonMapLevels()
	return 0
end

function SetDungeonMapLevel(id)
end

function GetCurrentMapDungeonLevel()
	return 0
end

function HasDebugZoneMap()
end

function GetNumMapDebugObjects()
        return 0
end

function DungeonUsesTerrainMap()
end

function IsZoomOutAvailable()
	return true
end
